Table of Contents
Bone Parenting
The Bone Parenting panel helps you manage and set up root bones for your armature, which is essential for proper model rigging and animation.
What is a Root Bone?
The root bone is the top-level parent bone in your armature hierarchy:
- All other bones are children of the root (directly or indirectly)
- Controls overall model position and rotation
- Essential for proper animation
- Required for VRChat avatars
Why Root Bones Matter
A properly set root bone ensures:
- Correct model behavior in-game
- Proper animation playback
- Correct IK (Inverse Kinematics) behavior
- VRChat compatibility
Root Bone Selection
The panel displays available bones that can serve as the root bone.
Choosing a Root Bone
Typically the root bone is:
- At the center of the model
- Named "Root", "Hips", "Armature", or similar
- The bone that should never move relative to world space
- The parent of the spine/hip bones
Common root bone names:
- Root
- Hips
- Armature
- Hip
- pelvis
- root_bone
Main Actions
Refresh Root
Updates the root bone list and hierarchy information.
When to use:
- After importing a model
- After making changes to the armature
- After merging armatures
- When bone list seems outdated
How to use:
- Click Refresh Root
- Wait for the list to update
- Review available root bones
Set Root
Establishes the selected bone as the root of the armature.
What it does:
- Reorganizes bone hierarchy
- Sets up proper parenting
- Ensures selected bone is at top level
- Updates armature structure
How to use:
- Select desired bone from the list
- Click Set Root
- Verify hierarchy in Blender's bone view
Workflow
Setting Up Root Bone (New Model)
- Import your model
- Open Bone Parenting panel
- Click Refresh Root
- Review available bones
- Select appropriate root bone
- Click Set Root
- Verify hierarchy
Fixing Root Bone Issues
If your model has incorrect root:
- Identify correct bone (usually Hips or Root)
- Click Refresh Root
- Select correct bone
- Click Set Root
- Test animations
- Save changes
After Armature Merging
After using Custom Model Creation:
- Refresh Root to update hierarchy
- Check if root is correct
- Set Root if needed
- Verify merged bones are properly parented
Use Cases
Preparing Model for VRChat
- Import model
- Fix MMD model (if needed only use on MMD and VRM models)
- Set proper root bone
- Configure eye tracking and visemes
- Export
Fixing Imported Models
Some importers don't set root correctly:
- Model appears at wrong position
- Animations don't work correctly
- Solution: Set proper root bone
After Merging Models
When combining armatures:
- Merged armature may have confused hierarchy
- Refresh and Set Root to fix
- Ensures clean bone structure
Creating Custom Rigs
When building custom rigs:
- Create bones
- Set Root at the start
- Build hierarchy from root
- Keeps structure organized
Best Practices
Choosing Root Bone
DO:
- ✅ Choose central, main bone
- ✅ Pick bone at character center
- ✅ Use Hips for humanoid rigs
- ✅ Verify it makes logical sense
DON'T:
- ❌ Choose end-bones (fingers, toes)
- ❌ Select helper bones
- ❌ Pick bones that should move independently
- ❌ Use arbitrary bones
When to Refresh
Refresh Root after:
- Importing models
- Merging armatures
- Adding or deleting bones
- Duplicating armatures
- Major hierarchy changes
After Setting Root
Always verify:
- Open armature in Edit Mode
- Check bone hierarchy (shift-click bones to see parents)
- Verify root bone has no parent
- Confirm other bones trace back to root
- Test pose mode to ensure everything moves correctly
Common Issues
Root Bone List is Empty
Possible causes:
- No armature selected
- Armature has no bones
- Panel needs refresh
Solutions:
- Select your armature object
- Click Refresh Root
- Verify armature has bones
Wrong Bone Appears as Root
Possible causes:
- Hierarchy wasn't updated
- Import issue
- Previous setup incorrect
Solutions:
- Click Refresh Root
- Select correct bone
- Click Set Root
- Verify change took effect
Animations Break After Setting Root
This is rare, but possible:
- Some animations might need rebaking
- Animation constraints may need adjustment
- Usually animations adapt automatically
Solutions:
- Save backup before setting root
- Test animations after change
- If broken, undo and investigate further
Can't Set Root on Specific Bone
Possible causes:
- Bone is locked
- Bone has constraints preventing it
- Armature is in Edit Mode
Solutions:
- Switch to Object or Pose Mode
- Unlock bone if locked
- Remove preventing constraints
Understanding Bone Hierarchy
How Hierarchies Work
Root ("Armature" for VRC models) (top level)
├── Hips
│ ├── Spine
│ │ ├── Chest
│ │ │ ├── Neck
│ │ │ │ └── Head
│ │ │ ├── Shoulder.L
│ │ │ │ └── Arm.L
│ │ │ └── Shoulder.R
│ │ │ └── Arm.R
│ ├── Leg.L
│ └── Leg.R
- Each bone can have one parent
- Each bone can have multiple children
- Root has no parent
Why Hierarchy Matters
- Animation: Children follow parent rotations
- IK: Bone chains need proper hierarchy
- VRChat: Expects specific hierarchy for avatars
- Export: Unity needs correct bone structure
Related Pages:
- Custom Model Creation - Merging armatures
- Optimization - Bone merging tools
- Quick Access - Model import/export
- Troubleshooting - Common bone issues
Please do not report any issues for Blender version below 5.0